/**
**************************************************************************************
*Palisma - Secrets of the Illuminati is an open-source 2D RPG                        *
*Copyright (C) 2006, Tony Sparks                                                     *
*                                                                                    *
*This library is free software; you can redistribute it and/or                       *
*modify it under the terms of the GNU Lesser General Public                          *
*License as published by the Free Software Foundation; either                        *
*version 2.1 of the License, or (at your option) any later version.                  *
*                                                                                    *
*This library is distributed in the hope that it will be useful,                     *
*but WITHOUT ANY WARRANTY; without even the implied warranty of                      *
*MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU                   *
*Lesser General Public License for more details.                                     *
*                                                                                    *
*You should have received a copy of the GNU Lesser General Public                    *
*License along with this library; if not, write to the Free Software                 *
*Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA      *
**************************************************************************************
*/
#pragma once


#include <string>

/**
===============================
A gamestate is anything that alters the game,
which redirects input, or something that needs
separate rendering
===============================
*/
class IGameState 
{
public:
    virtual int Init()=0;

	// State functions
	virtual int Start()=0;
	virtual void Update(float dt)=0;
	virtual void Exit()=0;

	virtual void Shutdown()=0;

    /** Activate the State */
    virtual bool IsActive() { return m_active; };
    virtual void SetActive(bool b) { m_active = b; };

    /** Each State has a unique ID */
    virtual int GetID() { return m_id; };
    virtual void SetID(int i) { m_id = i; };

    virtual std::string GetName() { return m_name; };
    virtual void SetName(std::string name) { m_name = name; };

	virtual void GetInput()=0;
private:
    bool m_active;
    int  m_id;

    std::string m_name;

};